well, here is the entire lib folder https://drive.google.com/open?id=0B9...DYtcnZvVlE4M0E
i ran it just now, it works, so the file is somewhere here.
i ran it just now, it works, so the file is somewhere here.
/* Tracking monsters have their best direction, don't change */ if ((i > 0) && !stagger && !square_isview(c, oy, ox)) { break; }
######## #......@ #.###### #....... #...#C.. ########
..O...# ##.~### .....@# #####.# ....#.#
/* Get the heard noise, compare with the best so far */ heard_noise = base_hearing - cave->noise.grids[y][x]; if ((heard_noise > best_noise) && (cave->noise.grids[y][x] != 0)) { /* Best so far */ best_noise = heard_noise; best_direction = i; found_direction = true; if (square_monster(cave, y, x)) { monster_blocking = true; } continue; } else if ((heard_noise == best_noise) && (cave->noise.grids[y][x] != 0) && (!square_monster(cave, y, x)) && monster_blocking) { /* Equal best so far, and no monster in the way */ best_direction = i; found_direction = true; monster_blocking = false; continue; }
..O...# ##.~### .....@# #####.# ....#.#
..O...# ##.~### .....@# #####.# ....#.#
int best_noise = base_hearing - cave->noise.grids[my][mx]; ... /* If no good sound yet, use scent */ if (!best_noise) ...
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